diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp index 1d3f1ceadaf..bfbdb49f226 100644 --- a/scene/2d/gpu_particles_2d.cpp +++ b/scene/2d/gpu_particles_2d.cpp @@ -688,6 +688,7 @@ void GPUParticles2D::_notification(int p_what) { RS::get_singleton()->particles_set_speed_scale(particles, 0); } set_process_internal(true); + set_physics_process_internal(true); previous_position = get_global_position(); } break; @@ -711,15 +712,6 @@ void GPUParticles2D::_notification(int p_what) { } break; case NOTIFICATION_INTERNAL_PROCESS: { - const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) / - get_process_delta_time(); - - if (velocity != previous_velocity) { - RS::get_singleton()->particles_set_emitter_velocity(particles, velocity); - previous_velocity = velocity; - } - previous_position = get_global_position(); - if (one_shot) { time += get_process_delta_time(); if (time > emission_time) { @@ -739,6 +731,19 @@ void GPUParticles2D::_notification(int p_what) { } } } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + // Update velocity in physics process, so that velocity calculations remain correct + // if the physics tick rate is lower than the rendered framerate (especially without physics interpolation). + const Vector3 velocity = Vector3((get_global_position() - previous_position).x, (get_global_position() - previous_position).y, 0.0) / + get_physics_process_delta_time(); + + if (velocity != previous_velocity) { + RS::get_singleton()->particles_set_emitter_velocity(particles, velocity); + previous_velocity = velocity; + } + previous_position = get_global_position(); + } break; } } diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index 3771b385e59..2cef607d296 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -459,14 +459,6 @@ void GPUParticles3D::_notification(int p_what) { // Use internal process when emitting and one_shot is on so that when // the shot ends the editor can properly update. case NOTIFICATION_INTERNAL_PROCESS: { - const Vector3 velocity = (get_global_position() - previous_position) / get_process_delta_time(); - - if (velocity != previous_velocity) { - RS::get_singleton()->particles_set_emitter_velocity(particles, velocity); - previous_velocity = velocity; - } - previous_position = get_global_position(); - if (one_shot) { time += get_process_delta_time(); if (time > emission_time) { @@ -487,8 +479,21 @@ void GPUParticles3D::_notification(int p_what) { } } break; + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + // Update velocity in physics process, so that velocity calculations remain correct + // if the physics tick rate is lower than the rendered framerate (especially without physics interpolation). + const Vector3 velocity = (get_global_position() - previous_position) / get_physics_process_delta_time(); + + if (velocity != previous_velocity) { + RS::get_singleton()->particles_set_emitter_velocity(particles, velocity); + previous_velocity = velocity; + } + previous_position = get_global_position(); + } break; + case NOTIFICATION_ENTER_TREE: { set_process_internal(false); + set_physics_process_internal(false); if (sub_emitter != NodePath()) { _attach_sub_emitter(); } @@ -499,6 +504,7 @@ void GPUParticles3D::_notification(int p_what) { } previous_position = get_global_transform().origin; set_process_internal(true); + set_physics_process_internal(true); } break; case NOTIFICATION_EXIT_TREE: {